전직 에러 수정, 휘몰아치는 파도는 캐릭터가 바라보는 방향으로 수정
This commit is contained in:
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69495c5058
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@ -44,11 +44,4 @@ classconfig 에 의해 정해짐
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스킬 미리 로드
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//1. 로비에 벽 추가 (추가 후 컬링 적용)
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//2. 기본 스킬 구성 변경 및 펫(박쥐) 변경
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3. 조작 관련 버그 수정
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암튼 위 3가지만 수정하고 빌드 마무리하면 될 것 같습니다
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조작 관련 버그는 모바일 환경에서만 그런건지는 모르겠는데 이동중에 카메라 회전하면
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다시 캐릭터가 원래 위치로 막 돌아가는 현상이 있더라고요
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+@로 공격할 때 미끄러지면서 나아가는 것도요
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@ -133771,6 +133771,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Pierce: 0
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str_HitEffect:
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m_distance: 1.5
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gos_effect:
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- {fileID: 3630125633165480175}
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@ -148813,7 +148814,7 @@ PrefabInstance:
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@ -148954,7 +148955,7 @@ PrefabInstance:
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@ -149095,7 +149096,7 @@ PrefabInstance:
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@ -149236,7 +149237,7 @@ PrefabInstance:
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@ -149377,7 +149378,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z
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@ -646,17 +646,17 @@ public class Actor : MyCoroutine
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protected virtual void Projectile_To_Target(string _proj)
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{
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Reset_AttackCoolTime();
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos() );
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward() );
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}
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protected virtual void Projectile_To_Target2(string _proj)
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{
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Reset_AttackCoolTime();
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos());
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward());
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}
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protected virtual void Projectile_To_Target3(string _proj)
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{
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Reset_AttackCoolTime();
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos());
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward());
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}
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protected virtual void Heal_To_Target() { }
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protected virtual void Set_Script() { }
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@ -816,8 +816,8 @@ public class Actor : MyCoroutine
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return new Vector3(transform.position.x, transform.position.y + ObjSize.y * 0.5f, transform.position.z);
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}
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public Vector3 Get_Top_postion() { return tf_HUD_Dmg.position; }
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public Vector3 Get_ProjectileStartPos() { return Get_Center_position() + transform.forward; }
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public Vector3 Get_PositionFoward() { return Get_position() + transform.forward; }
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public Vector3 Get_CenterPositionFoward(float dist = 1f) { return Get_Center_position() + transform.forward * dist; }
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public Vector3 Get_PositionFoward(float dist = 1f) { return Get_position() + transform.forward * dist; }
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public float Get_ScaleSizeDist() { return transform.localScale.x > 2f ? ObjSize.z * 0.5f : 0f; }
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public ActorStatInfo Get_StatInfo() { return m_Stat; }
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public double Get_HP() { return m_Stat.Get_Stat(eStat.HP); }
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@ -1798,7 +1798,8 @@ public class Actor : MyCoroutine
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if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 1, a);
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#endif
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Shoot_Skill();
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m_NavMeshAgent.isStopped = false;
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if (m_NavMeshAgent.isOnNavMesh)
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m_NavMeshAgent.isStopped = false;
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}
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public virtual void Indicator(int a)
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{
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@ -51,7 +51,7 @@ public class BossMobActor : MobActor
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{ // 데미지 투사체 생성
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m_animation.speed = m_attackspeed;
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var startpos = Get_ProjectileStartPos();
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var startpos = Get_CenterPositionFoward();
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if (ProjectileInfo.Ins)
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{
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if (index == 0)
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@ -469,7 +469,7 @@ public class MobActor : Actor
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{
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base.Projectile(s);
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if (ProjectileInfo.Ins)
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ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, Get_ProjectileStartPos(),
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ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, Get_CenterPositionFoward(),
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m_MonsterTableData.f_ProjectileLifeTime1);
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}
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@ -252,7 +252,7 @@ public class MyActor : Actor
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base.Projectile(s);
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if (ProjectileInfo.Ins)
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{
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var startpos = Get_ProjectileStartPos();
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var startpos = Get_CenterPositionFoward();
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var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
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ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime);
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}
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@ -28,7 +28,7 @@ public class WizardActor : PCActor
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void Shoot_MagicMissile()
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{
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ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, m_DamageRate, Get_ProjectileStartPos(), 10f);
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ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, m_DamageRate, Get_CenterPositionFoward(), 10f);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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@ -155,15 +155,15 @@ public class PetActor : MyActor
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protected override void Projectile_To_Target(string _proj)
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{
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos());
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward());
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}
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protected override void Projectile_To_Target2(string _proj)
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{
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos());
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward());
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}
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protected override void Projectile_To_Target3(string _proj)
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{
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_ProjectileStartPos());
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ProjectileInfo.Ins.Shoot_Projectile(_proj, this, m_Target, 1f, Get_CenterPositionFoward());
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}
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PetActor LinkPet;
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@ -154,10 +154,10 @@ public class ProjectileBase : MonoBehaviour
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switch (_data.eStartPos)
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{
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case eProjectileStartPos.Shooter: transform.position = _data.shooter.Get_ProjectileStartPos(); break;
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case eProjectileStartPos.ShooterCenter: transform.position = _data.shooter.Get_ProjectileStartPos(); break;
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default: transform.position = _data.target.Get_ProjectileStartPos(); break;
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case eProjectileStartPos.TargetCenter: transform.position = _data.target.Get_ProjectileStartPos(); break;
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case eProjectileStartPos.Shooter: transform.position = _data.shooter.Get_CenterPositionFoward(); break;
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case eProjectileStartPos.ShooterCenter: transform.position = _data.shooter.Get_CenterPositionFoward(); break;
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default: transform.position = _data.target.Get_CenterPositionFoward(); break;
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case eProjectileStartPos.TargetCenter: transform.position = _data.target.Get_CenterPositionFoward(); break;
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case eProjectileStartPos.Custom: transform.position = _data.v3_StartPos; break;
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}
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@ -183,6 +183,12 @@ public class ProjectileBase : MonoBehaviour
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transform.eulerAngles = _data.shooter.transform.eulerAngles;
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}
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protected void LookAt_ShooterFoward()
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{
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transform.rotation = m_ProjectTileData.shooter.transform.rotation;
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transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y);
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}
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/// <summary>
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/// 쿨타임을 감소시킨다. f_ExtraValue1 값을 사용한다.
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/// </summary>
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@ -3,7 +3,7 @@ public class Skill_IceBolt : ProjectileTest
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_ProjectileStartPos();
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_data.v3_StartPos = _data.shooter.Get_CenterPositionFoward();
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base.Set(_data);
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// 공속이 추가로 감소
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@ -6,7 +6,7 @@ public class Skill_ShieldAttack : ProjectileBase
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_ProjectileStartPos();
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_data.v3_StartPos = _data.shooter.Get_CenterPositionFoward();
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base.Set(_data);
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if (IsStep(1)) m_ProjectTileData.CC_AddTime = Get_AwakenData(1, 1);
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if (IsStep(2)) m_ProjectTileData.CC_AddDmg = Get_AwakenData(2, 1);
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@ -3,13 +3,18 @@ using UnityEngine;
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public class Skill_StraightBurst : ProjectileBase
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{
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[Header("캐릭터와의 거리")]
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public float m_distance = 1.5f;
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public GameObject[] gos_effect, go_hiteffect;
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.Shooter;
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_data.LookTarget = false;
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_CenterPositionFoward(m_distance);
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base.Set(_data);
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LookAt_ShooterFoward();
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DSUtil.InActivateGameObjects(gos_effect);
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DSUtil.InActivateGameObjects(go_hiteffect);
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@ -3,19 +3,20 @@ using UnityEngine;
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public class Skill_Tornado : ProjectileBase
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{
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[Header("캐릭터와의 거리")]
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public float m_distance = 1.5f;
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_position() + (_data.shooter.transform.forward * 1.5f);
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_data.v3_StartPos = _data.shooter.Get_PositionFoward(m_distance);
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base.Set(_data);
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LookAt_ShooterFoward();
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m_ProjectTileData.CC_AddVal1 = IsStep(1) ? Get_AwakenData(1, 1) : 0;
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m_ProjectTileData.CC_AddVal2 = IsStep(2) ? Get_AwakenData(2, 1) : 0;
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m_ProjectTileData.CC_AddDmg = IsStep(3) ? Get_AwakenData(3, 1) : 0;
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transform.rotation = _data.shooter.transform.rotation;
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transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y);
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StartCoroutine(Co_Updata());
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}
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@ -1953,14 +1953,20 @@ public partial class ServerData
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}
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public bool IsObtainItem(int id)
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{
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var itemdata = table_itemlist.Ins.Get_Data(id);
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var key = Get_Key(id);
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if (Item.ContainsKey(key)) return true;
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else if (Equipment.ContainsKey(key)) return true;
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else if (Enchant.ContainsKey(key)) return true;
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else if (Pet.ContainsKey(key)) return true;
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else if (Relic.ContainsKey(key)) return true;
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else if (itemdata.e_ItemType == eItem.PC) return PC.IsObtainPC(id);
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else
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{
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var itemdata = table_itemlist.Ins.Get_Data(id);
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if (!DSUtil.CheckNull(itemdata))
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{
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if (itemdata.e_ItemType == eItem.PC) return PC.IsObtainPC(id);
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}
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}
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return false;
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}
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public bool IsEquipItem(int id, int preset = 0)
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@ -59,14 +59,14 @@ public class PCJobUI_OpenCondition : MonoBehaviour
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if (sdata.PC.IsObtainPC(m_ClassId)) return false;
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// linkedId1 확인
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if (!sdata.IsObtainItem(m_Data.n_linkedClass1))
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if (m_Data.n_linkedClass1 > 0 && !sdata.IsObtainItem(m_Data.n_linkedClass1))
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{
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if (showtoast) ToastUI.Ins.Set(254);
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return false;
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}
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// linkedId2 확인
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if (!sdata.IsObtainItem(m_Data.n_linkedClass2))
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if (m_Data.n_linkedClass2 > 0 && !sdata.IsObtainItem(m_Data.n_linkedClass2))
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{
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if (showtoast) ToastUI.Ins.Set(254);
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return false;
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@ -184,7 +184,7 @@
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"url": "https://packages.unity.com"
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},
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"com.unity.services.core": {
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"version": "1.12.5",
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"version": "1.14.0",
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"depth": 1,
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"source": "registry",
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"dependencies": {
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@ -79,7 +79,7 @@ PlayerSettings:
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androidAutoRotationBehavior: 1
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defaultIsNativeResolution: 1
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macRetinaSupport: 1
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runInBackground: 0
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runInBackground: 1
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captureSingleScreen: 0
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muteOtherAudioSources: 0
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Prepare IOS For Recording: 0
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@ -140,7 +140,7 @@ PlayerSettings:
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loadStoreDebugModeEnabled: 0
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visionOSBundleVersion: 1.0
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tvOSBundleVersion: 1.0
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bundleVersion: 0.0.1
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bundleVersion: 9.9.9
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preloadedAssets: []
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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